How would you build - Musket Master X / Forgemaster X


Advice


Hello everyone

I am really excited about the prospect of playing this character entirely froma thematic point. I see a lot of RP potential in this multiclass, especially considering I have settled on worshiping Shelyn.

For me it really turns that trope of being a oily sooty filthy being, into one concerned about the artistry in all things.

While I have certainly got the backstory/RP side of the character pretty well conceptualized. I need assistance in mapping out how best maximise the mechanics available to me.

I am building a character that will likely go from 1 to somewhere between 11&13

Question 1) Musket Master 1/Forgemaster X or Musket Master 5/Forgemaster X

Race = Human

Question 2) Add +¼ point to the gunslinger’s grit points OR Gain 1/6 of a new bonus combat feat.

Worshiping Shelyn

Question 3) What Blessing? Air, Charm, Luck, Good, Protection

*I am thinking Luck to help stop those misfires but, Protection also looks good

Question 4) What other advice might you have for me? Any other build suggestions?

Liberty's Edge

I think you want at least Musket Master 3 to get the 'Fast Musket' deed and be able to do full iterative attacks. There are other ways to achieve that, but MM 1/FM X wouldn't get you there most of the time.

Grit vs feats somewhat depends on your build, but note that 5/6ths of a feat is... nothing. So, if you planned to stop at MM 5 you wouldn't get anything from that option. That said, if you were going to 6th one more feat is always going to be more useful than one (and a lost 0.5) more grit (e.g. take 'Extra Grit' for two).

I'm not sure what blessings you are referring to... Warpriest? Forgemaster is a Cleric archetype, and only gets the Artificer domain... which would generally rule out Shelyn unless your GM allows it. That said, Artificer domain gives you Mending at will... making Luck to avoid misfires much less crucial.

I'd suggest more levels of Musket Master and/or other full BAB classes if you want to be a primary combatant. There doesn't seem to be much reason to take Forgemaster past 5th unless you want the spellcasting capabilities.


Did you mean forgepriest warpriest?

I would think so.

Anyways, yes do the warpriest not the gunslinger for your favoured choice. You'll get more out of it.

Sovereign Court

Minigiant wrote:

Question 3) What Blessing? Air, Charm, Luck, Good, Protection

*I am thinking Luck to help stop those misfires but, Protection also looks good

You have to declare you are using the double roll of Luck Blessing(minor) before you roll, so it won't save you as much as you think. I am actually surprised you are considering a ranged combatant and not taking the air blessing. Just getting half of the effect would be worth it, but getting both of: no penalties from distance and not provoke seems to be pretty good for a single ability.

If you want to save yourself from misfires consider that if you want to full attack you are likely using an alchemical cartridge(paper) to reload faster so your misfire is 1-3. So Create Enhanced Firearm + Reliable +1 reduces your misfire to 1s only and Lucky +1 lets you spend 1 grit to reroll a misfire (and gives you a grit point to use for this). Its actually important to have a misfire on a 1 here, as if you had reduced your misfire to 0 you wouldn't get to reroll 1s. However, we are talking about having a +3 weapon.

Blessings are generally standard actions unless you take Quicken Blessing, which is probably worth it even though it costs 2 uses each.


CBDunkerson wrote:
I think you want at least Musket Master 3 to get the 'Fast Musket' deed and be able to do full iterative attacks. There are other ways to achieve that, but MM 1/FM X wouldn't get you there most of the time.

The Fast Musket Deed is not required, the Musket Master gets Rapid Reload as a free feat at level 1

CBDunkerson wrote:


Grit vs feats somewhat depends on your build, but note that 5/6ths of a feat is... nothing. So, if you planned to stop at MM 5 you wouldn't get anything from that option. That said, if you were going to 6th one more feat is always going to be more useful than one (and a lost 0.5) more grit (e.g. take 'Extra Grit' for two).

The reason why I thought level 5 was to get the musket training feature; Dex to damage

CBDunkerson wrote:


I'm not sure what blessings you are referring to... Warpriest? Forgemaster is a Cleric archetype, and only gets the Artificer domain... which would generally rule out Shelyn unless your GM allows it. That said, Artificer domain gives you Mending at will... making Luck to avoid misfires much less crucial.

From the few replies, I should have been clearer. I am referring to the Warpriest Archetype Forgepriest

Cavall wrote:

Did you mean forgepriest warpriest?

I would think so.

Anyways, yes do the warpriest not the gunslinger for your favoured choice. You'll get more out of it.

I do mean the Forgepriest Archetype, that is my fault

Firebug wrote:
I am actually surprised you are considering a ranged combatant and not taking the air blessing. Just getting half of the effect would be worth it, but getting both of: no penalties from distance and not provoke seems to be pretty good for a single ability.

I had never taken a serious look at the Air Blessing until right now, that looks perfect for me

Firebug wrote:
If you want to save yourself from misfires consider that if you want to full attack you are likely using an alchemical cartridge(paper) to reload faster so your misfire is 1-3. So Create Enhanced Firearm + Reliable +1 reduces your misfire to 1s only and Lucky +1 lets you spend 1 grit to reroll a misfire (and gives you a grit point to use for this). Its actually important to have a misfire on a 1 here, as if you had reduced your misfire to 0 you wouldn't get to reroll 1s. However, we are talking about having a +3 weapon.

Eventually I should be able to grab that weapon


Minigiant wrote:
CBDunkerson wrote:
I think you want at least Musket Master 3 to get the 'Fast Musket' deed and be able to do full iterative attacks. There are other ways to achieve that, but MM 1/FM X wouldn't get you there most of the time.

The Fast Musket Deed is not required, the Musket Master gets Rapid Reload as a free feat at level 1

...

fast musket combo with rapid reload is what makes musket master a good archetype. Rapid Reload by itself just makes musket reload as standard action, which isn’t that much better than full turn reloading, you still only shoot every other turn (and only once).


Lelomenia wrote:
Minigiant wrote:
CBDunkerson wrote:
I think you want at least Musket Master 3 to get the 'Fast Musket' deed and be able to do full iterative attacks. There are other ways to achieve that, but MM 1/FM X wouldn't get you there most of the time.

The Fast Musket Deed is not required, the Musket Master gets Rapid Reload as a free feat at level 1

...
fast musket combo with rapid reload is what makes musket master a good archetype. Rapid Reload by itself just makes musket reload as standard action, which isn’t that much better than full turn reloading, you still only shoot every other turn (and only once).

You are right, I got turned around with the language. Thanks


Minigiant wrote:
CBDunkerson wrote:
I think you want at least Musket Master 3 to get the 'Fast Musket' deed and be able to do full iterative attacks. There are other ways to achieve that, but MM 1/FM X wouldn't get you there most of the time.

The Fast Musket Deed is not required, the Musket Master gets Rapid Reload as a free feat at level 1

Just a quick recap on Firearms and loading. Two handed firearms take a full round action to reload one barrel. Rapid Reload reduces that to a standard action. Using a paper cartridge reduces the time needed to load a firearm by 1 step, making this a move action.

If you have the Fast Musket deed, as long as you have 1 grit point your musket reloads as if it was a one handed weapon. One handed firearms reload as a standard action. Rapid Reload reduces that to a move action. Using alchemical cartridges further reduces that to a free action, which means you can make iterative attacks with your musket.

Alternatively, you enchant your musket to be either a Shadowshooting (+1 equivellent), or Shadowcrafted (adds 12,500gp to market price) and you forget about reloading feats.

And for a build suggestion, start off using a different ranged weapon. Switch to a firearm once you can afford a +1 Shadowshooting Musket. While shadowshooting has significant drawbacks, not having to pick up gunsmithing or rapid reload and getting 1 more level of casting plus class abilities for your Warpriest seems like a larger advantage.

If you decide to do this, talk to your GM first. Make sure retraining is being used in this campaign. That way you can take Weapon Focus and retrain that when you make the switch to firearms. You should be able to afford the +2 musket sometime around 7-8th level.


Note, the main drawback is shadowshooting reduces rolled damage to the minimum if the target makes an easy will save. While you may be able to make up the ~ -5 damage from this (and another ~ -5 from not getting gun training) with 5 more levels of warpriest, a warpriest 12 is a very different character from a gunslinger 5 / warpriest 7. Warpriest 12 is more resilient and has many more tricks, gunslinger / warpriest works from a lower level and does more damage when it all works.


Unfortunately I cannot share an image but

here is my outline for the character so far

Outline


A few thoughts. Snap shot is of dubious usefulness at best, especially with combat reflexes because you can't reload a firearm when it's not your action except w/shadowshooting (or multiple barrels can bypass this problem), but you still aren't often going to be in a position to take AoOs with a ranged weapon. Hammer the gap is worse on average than a mere +1 damage per shot - really. Sure, when you hit four or five times in a row against the same target in the same round it's slightly better than that, but any miss breaks the chain, as does the end of the round or switching targets.

OTOH you may like quicken blessing at some point. Point blank master is definitely useful. Redirected shot and the stock-striker style line are definitely amusing if not necessarily useful. Defensive feats aren't necessarily a waste.


One more thing you could check before the campaign starts is if your GM is amiable to letting you apply Endless Ammunition (+2) to a firearm.

Very explicitly you aren't allowed to. But, there is a unique weapon that has it. The Pistol of the Infinite Sky costs 73,300gp to create. If you take it apart and try to reverse engineer the weapon you get a very odd result. The base weapon to enchant would be a masterworked pistol, 1,300gp. A +5 enchantment accounts for 50,000gp, out of the 73,300gp price. A +6 weapon is 72,000gp. So the difference between a +5 pistol and the unique pistol is exactly the price of making a +6 pistol.

That is the same as shadowshooting, without the possibility that a creature can figure out you're shooting illusions and make checks to disbelieve each shot.

So why not let a more expensive enchantment work with firearms?

Sovereign Court

Meirril wrote:
Alternatively, you enchant your musket to be either a Shadowshooting (+1 equivellent), or Shadowcrafted (adds 12,500gp to market price) and you forget about reloading feats.

One other option that is often overlooked is Quickdraw instead of the reloading mess. Just buy a bunch of +1 vanilla Muskets (or regular Muskets and enchanted ammo for DR). Also, who cares about misfires using this tactic? Just note that its an automatic miss and draw another musket.

One of my friends did a dual-wield Deadpool clone and yeah... tons of firearms lying around after combat. Which is probably thematic tbh.


avr wrote:

A few thoughts. Snap shot is of dubious usefulness at best, especially with combat reflexes because you can't reload a firearm when it's not your action except w/shadowshooting (or multiple barrels can bypass this problem), but you still aren't often going to be in a position to take AoOs with a ranged weapon. Hammer the gap is worse on average than a mere +1 damage per shot - really. Sure, when you hit four or five times in a row against the same target in the same round it's slightly better than that, but any miss breaks the chain, as does the end of the round or switching targets.

OTOH you may like quicken blessing at some point. Point blank master is definitely useful. Redirected shot and the stock-striker style line are definitely amusing if not necessarily useful. Defensive feats aren't necessarily a waste.

All great suggestions, regarding Point Blank Master though. Is it worth it if I have the Air Blessing

"Zephyr’s Gift (minor): At 1st level, you can touch any one ranged weapon and enhance it with the quality of air. For 1 minute, any attacks made with the weapon take no penalties due to range. In addition, making a ranged attack with this weapon doesn’t provoke an attack of opportunity."

Meirril wrote:

One more thing you could check before the campaign starts is if your GM is amiable to letting you apply Endless Ammunition (+2) to a firearm.

I will see but, that is probably unlikely when I am already saving a lot of coin on crafting my magical armor and weapons

______________________________________________________________

Now what do people think of these two feats

1) Reckless Aim

2) Penetrating Strike


True, forgot that part of the air blessing - I remembered the ignoring range penalties part. Scratch PBM.

Reckless aim really depends on how much your fellow players would be amused by this.

Penetrating strike - you already have clustered shots, and getting the right ammo isn't hard given your spell list. Not worth a feat.


avr wrote:

True, forgot that part of the air blessing - I remembered the ignoring range penalties part. Scratch PBM.

Reckless aim really depends on how much your fellow players would be amused by this.

Penetrating strike - you already have clustered shots, and getting the right ammo isn't hard given your spell list. Not worth a feat.

Any other suggestions for feats?

Empty Quiver Style?

Dodge?

Mobility?


Firebug wrote:
Meirril wrote:
Alternatively, you enchant your musket to be either a Shadowshooting (+1 equivellent), or Shadowcrafted (adds 12,500gp to market price) and you forget about reloading feats.

One other option that is often overlooked is Quickdraw instead of the reloading mess. Just buy a bunch of +1 vanilla Muskets (or regular Muskets and enchanted ammo for DR). Also, who cares about misfires using this tactic? Just note that its an automatic miss and draw another musket.

One of my friends did a dual-wield Deadpool clone and yeah... tons of firearms lying around after combat. Which is probably thematic tbh.

A standard Musket is 1,500gp each. If you make it yourself that is 750gp. A +1 shadowshooting Musket would be (8k+1500+300) 9800gp. That is the equivalent of 6 muskets, 7 if you round in the non-magical options favor.

If the bad guys leave behind muskets or other firearms then I suppose this would work. Otherwise it seems awfully expensive to set up. And all of that gold from the muskets could of been split up among the party instead of horded by the gun-monkey.

Though there is a cheaper way to do this. If you try the same trick with an Air Repeater it only costs 600gp, and it is good for 6 shots. So you need less air repeaters to get the same effect. The only downside is a smaller damage dice. The air repeater really makes no sense in comparison to every other firearm.


With the pistol-whip deed, empty quiver style is entirely unnecessary. Stock-striker style builds on the deed if you're interested. While you can shoot without AoOs with the air blessing remember reloading also provokes AoOs, you can't just stand there in melee to shoot it's emergencies only. There again beating people over the head with your gun seems like an emergency measure too.

I mentioned defensive feats. They could mean dodge etc. though I'm not a fan of feats which give +1 AC each. Toughness, save boosts, amateur swashbuckler (to get dodging panache to step back out of melee) could be useful.

Ranged disarm might be useful sometimes.

Critical focus and critical feats might be useful, though x4 damage will often be enough without adding more effects to your critical.

Extra fervor might be useful.


avr wrote:
I mentioned defensive feats. They could mean dodge etc. though I'm not a fan of feats which give +1 AC each. Toughness, save boosts, amateur swashbuckler (to get dodging panache to step back out of melee) could be useful.

This raises an interesting question. Should I be aiming for a Mithral Breastplate (To be able to benefit from Nimble and Amateur Swashbuckler) or would straight heavy armour be more beneficial?

___________________________________________________________

And here is a new outline


You're a ranged combatant, dex based. You'll be getting a belt of dex and otherwise raising that stat - heavy armour will not be practical. Not even mithral heavy armour. Eventually even a mithral breastplate will be too heavy.

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